Christoph Oelckers
db766f9fe5
- fixed some warnings.
2016-02-03 13:03:38 +01:00
Christoph Oelckers
9453a8a7e6
- reuse the same vertex buffer data for all slices of a decal.
2016-02-01 21:50:55 +01:00
Christoph Oelckers
f11f86f05d
- added light plane clipping for decals as well.
2016-02-01 21:45:26 +01:00
Christoph Oelckers
faa08410de
- handle nocoloredspritelighting with 3D light splitter
2016-02-01 19:10:15 +01:00
Christoph Oelckers
2c55dcca27
- use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
...
- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
2016-02-01 18:14:00 +01:00
Christoph Oelckers
1ad310e69b
- only draw visible 3D-lights.
2016-02-01 16:13:07 +01:00
Christoph Oelckers
67fc35e738
- some cleanup of wall processing code.
...
* removed SplitWall function
* split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers
9305cd86a0
- remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
...
- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers
53a389aafc
- fixed: for untextured walls, the texture must be disabled before rendering.
...
- fixed: untextured walls should never be passed to SplitWall.
- fixed: untextured walls should not be affected by dynamic lights (it's either fog boundaries or outsides of 3D fog volumes.)
2016-01-31 22:24:48 +01:00
Christoph Oelckers
9ce6a7932c
- implemented rendering of 3D lights with clip planes.
2016-01-31 22:04:20 +01:00
Christoph Oelckers
5448b335c6
- rewrote render loop for walls. Not working yet.
2016-01-31 21:10:59 +01:00
Christoph Oelckers
f86535407d
- forgot this.
2016-01-31 00:52:50 +01:00
Christoph Oelckers
1d9ab5c632
- clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
...
Actual handling will be in the rendering function because this doesn't need multiple vertex transfers to the GPU. All slices can be drawn from the same buffer with different uniform info being set.
2016-01-31 00:45:29 +01:00
Christoph Oelckers
fc57180d7e
- added necessary state to implement 3D light splitting using hardware clipping planes.
2016-01-30 23:01:11 +01:00
Christoph Oelckers
4a9b2bf76d
- fixed: The stencil cap drawer did not properly advance the vertex pointer.
2016-01-30 01:08:11 +01:00
Christoph Oelckers
d037493ffe
- fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed.
2016-01-29 17:13:14 +01:00
Christoph Oelckers
238990c871
don't leave any gaps in the used clip planes.
2016-01-27 12:32:39 +01:00
Christoph Oelckers
47db3252f4
- it's really not necessary to waste two clip planes for reflective surfaces because only one can be active at any time.
2016-01-27 12:30:55 +01:00
Christoph Oelckers
3c16a23865
- when rendering mirrors, discard subsectors lying behind them.
2016-01-27 12:02:43 +01:00
Christoph Oelckers
5816049510
- made necessary adjustments for the coordinate refactoring in ZDoom.
2016-01-21 12:36:37 +01:00
Christoph Oelckers
2657c08831
- fixed: stacked sector portals were not added to the render list
2016-01-13 21:33:27 +01:00
Christoph Oelckers
65022b780a
- implemented 'copy portal to wall' linedef type.
2016-01-11 22:44:53 +01:00
Christoph Oelckers
196c9bc34d
- cleaned up the skybox type detection logic.
2016-01-11 20:29:24 +01:00
Christoph Oelckers
ef7bcb3a66
- implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with.
2016-01-11 15:07:58 +01:00
Christoph Oelckers
7d2bbbd351
- fixed rendering of two-sided polyobjects that have their upper or lower textures exposed.
2016-01-05 18:59:32 +01:00
Christoph Oelckers
cc10fe9bc3
- fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value.
...
- fixed: The same code did not exclude camera texture views from drawing the 2D overlay.
2016-01-04 00:45:44 +01:00
Christopher Bruns
95f4134630
Refactor stereo3d classes to use TArray instead of std::vector.
2015-12-31 09:36:37 -05:00
Christopher Bruns
8e237e6146
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
2015-12-30 17:41:49 -05:00
Christoph Oelckers
c8810db5fe
- fixed: clipping swimmable against non-swimmable translucent 3D-floors was broken due to an incorrect flag check.
2015-12-24 16:34:00 +01:00
Christoph Oelckers
37ea94abf3
- fixed: translucent walls did not set up their dynamic lights in the GL4 render path.
2015-12-11 22:26:10 +01:00
Christopher Bruns
10088544c3
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
...
Conflicts:
src/win32/i_system.cpp
2015-12-09 18:34:20 -05:00
Christoph Oelckers
f9cbaef1df
- fixed: Boom's Transfer_Heights did not work for upper parts in sectors with a sky ceiling.
...
This incorrect check has been in the code for 12 years, unfortunately I have no idea anymore why it was added.
2015-11-30 00:11:30 +01:00
Christoph Oelckers
b00b49c111
- fixed skybox picking in GL renderer.
2015-11-25 11:57:53 +01:00
Christopher Bruns
151b47c3ae
Merge branch 'master' of https://github.com/coelckers/gzdoom into merge_down
...
Conflicts:
src/win32/i_system.cpp
2015-11-03 20:21:27 -05:00
Christoph Oelckers
16cb4407a4
- disabled 'isVisibleToPlayerClass' check for dynamic lights affecting sprites.
...
Calling this function in the inner loop of a time critical rendering function apparently wreaks havoc with the CPU instruction cache - even though the function doesn't do anything substantial.
This needs some more in-depth investigation why just having that call can increase sprite rendering time by a factor of 10 and more if there's many lights in view.
2015-11-03 23:55:16 +01:00
Christopher Bruns
789dca2ab3
Refactor stereo 3d projection matrix calculations to use VSMatrix.
2015-10-31 07:46:36 -04:00
Christopher Bruns
89328e685c
Use eye->TearDown method to restore glColorMask.
...
Restore assert in i_system.cpp that was interfering with my debugging.
Restore scoped colorMask-ing in gl_portal.cpp and gl_drawinfo.cpp.
2015-10-30 21:48:42 -04:00
Christopher Bruns
b82d611936
Call EndDrawScene for each eye.
...
Actually use stereoscopic projection matrix.
2015-10-30 21:29:36 -04:00
Christopher Bruns
0874455faf
Initial implementation of five 3D modes -- some bugs remain.
2015-10-30 20:51:35 -04:00
Christoph Oelckers
065b7f9ad2
- fixed: The CollectSectorStack functions had a local sector_t variable used by gl_FakeFlat which caused a stack overflow. Using the global one defined at the top of the file is ok here.
2015-05-29 12:03:50 +02:00
Christoph Oelckers
feeebf5265
- rework MD2 code for reloading/precaching of geometry data.
2015-04-12 18:26:52 +02:00
Christoph Oelckers
cf7cb4f00f
- use hardware clip planes to split translucent walls and sprites by 3D floor planes.
...
This method has the advantage that it also works for models, xy-billboarded sprites and walls that require complex splitting of the polygon. The old method using actual polygon splitting only works for strictly vertical data that could be trivially split in two.
2015-04-05 19:00:35 +02:00
Christoph Oelckers
bead3e046b
- fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again.
...
- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
2015-04-04 17:50:22 +02:00
Christoph Oelckers
67334bfa2b
- calculate weapon positions fully in floating point to avoid roundoff errors.
...
- In order to get reliable results the empty border around scaled sprites must be the same scale as the sprite (i.e. 2 pixels for 2x scale and 4 pixels for 4x scale.)
2015-04-04 12:35:10 +02:00
Christoph Oelckers
fad3a54100
- fixed positioning for sky textures that are less than 128 pixels tall.
2015-03-15 12:10:22 +01:00
Christoph Oelckers
a5a53c51e6
- fixed: The flat drawing code assumed that the first element of the light list originated from the sector itself. This had been true formerly but in some situations it no longer is.
2015-02-10 21:52:19 +01:00
Christoph Oelckers
00639121c0
- added the missed parts of camera roll in gl_scene.cpp.
2015-02-10 20:34:10 +01:00
Christoph Oelckers
8a9692c29f
- fixed: The code which decided whether to clamp two sided middle textures used the texture size instead of the render size for the specific linedef, meaning that any per-sidedef scaling was ignored.
2015-02-10 20:16:25 +01:00
Christoph Oelckers
a8398e70b0
- fixed: The brightfog flag in the GL related map settings was never initialized.
...
- fixed: brightfog should not disable colored lighting for the weapon sprite.
2014-12-31 23:01:06 +01:00
Christoph Oelckers
e6d59ec429
- fixed: with aspect ratio compensation in the view matrix it is necessary to adjust the view pitch for this because the playsim does not know anything about pixel ratio.
2014-12-31 12:04:55 +01:00